# AR-51 Documentation > Markerless motion capture — unleashed. — developer and operator documentation for AR-51 markerless motion-capture products, SDKs, and APIs. This is the documentation index for AI tools. The full text is at https://docs.ar-51.com/llms-full.txt, and any page is available as raw Markdown by appending `.md` to its URL. ## Introduction - [What is AR 51](https://docs.ar-51.com/docs/introduction/what-is-ar-51): AR 51 is markerless motion capture — track people and objects in real time using cameras and computer vision, with no suits and no markers. - [How it works](https://docs.ar-51.com/docs/introduction/how-it-works): How AR 51 turns camera video into live 3D motion — the Capture → Compute → Consume pipeline, from markerless cameras to your engine. - [Key concepts & glossary](https://docs.ar-51.com/docs/introduction/concepts-glossary): Glossary of AR 51 terms across the docs, SDKs, and API: OMS, CVS, DGS, skeletons, entities, markers, anchors, calibration, and coordinate conventions. - [System requirements](https://docs.ar-51.com/docs/introduction/requirements): Everything you need to run AR 51 — AI server, cameras, network, OS, and clients. The prerequisites checklist. ## Getting Started - [Quickstart — your first capture](https://docs.ar-51.com/docs/getting-started/quickstart): Go from a running AR 51 system to your first recorded motion, exported as an FBX, in about 15 minutes. - [Ubuntu installation](https://docs.ar-51.com/docs/getting-started/ubuntu-install): Install the pre-configured AR 51 Ubuntu image with Mocap Unleashed: bootable USB, drivers, camera network interfaces, and license activation. - [Installing Mocap Studio](https://docs.ar-51.com/docs/getting-started/install-mocap-studio): Download and install AR 51 Mocap Studio on Windows or Linux, including the installer steps, permissions setup, and launching the application. ## Hardware - [5MP camera system](https://docs.ar-51.com/docs/hardware/camera-5mp): Hardware requirements and specifications for the AR 51 5MP RGB camera system for real-time markerless motion capture. - [9MP camera system (multi-PC)](https://docs.ar-51.com/docs/hardware/camera-9mp): Hardware requirements for the AR 51 9MP multi-PC camera system for high-resolution real-time markerless motion capture. - [1.3MP camera system](https://docs.ar-51.com/docs/hardware/camera-1-3mp): Hardware requirements and specifications for the AR 51 1.3MP RGB camera system for real-time markerless motion capture. - [Calibration sphere & light](https://docs.ar-51.com/docs/hardware/calibration-sphere-light): Specifications and sourcing for the illuminated calibration sphere used to calibrate an AR 51 camera setup. - [Replacing an IR filter](https://docs.ar-51.com/docs/hardware/replace-ir-filter): How to remove or replace the IR filter on a machine-vision camera for use with an AR 51 capture system. - [Markerless Mocap Hardware & Camera Requirements](https://docs.ar-51.com/docs/hardware/hardware-overview): AR 51 hardware and network requirements, organized by capture-quality tier: cameras, AI server, and network switching. ## Physical Setup - [Camera mounting, placement & orientation](https://docs.ar-51.com/docs/physical-setup/camera-mounting): Best practices for mounting, placing, and orienting AR 51 cameras to cover the capture volume accurately. ## Network Setup - [System architecture overview](https://docs.ar-51.com/docs/network/architecture-overview): How the AR 51 on-prem system connects: high-speed cameras to the AI server via direct 10GigE or a 100 G aggregation switch, Mocap Studio, and clients. - [Configure fs.com switch (100G)](https://docs.ar-51.com/docs/network/switch-100g): Step-by-step setup for the fs.com switch on AR 51: cable the fiber uplink, access the web interface, and configure the 100 G SFP28 ports over SSH. - [Split 100G into 4×25G](https://docs.ar-51.com/docs/network/split-25g): Configure an fs.com switch to split each 100G interface into four 25G interfaces for an AR 51 camera network. - [Configure VLANs (multi-camera)](https://docs.ar-51.com/docs/network/vlans): Group switch ports into VLANs on an fs.com switch to organize a multi-camera AR 51 capture network. - [Network troubleshooting](https://docs.ar-51.com/docs/network/troubleshooting): Diagnose AR 51 connection failures and stuttering captures with ordered checks for subnet, VLAN, bandwidth, and switch configuration. - [Network Setup](https://docs.ar-51.com/docs/network/network-overview): Guide and best practices for setting up the local network that connects AR 51 cameras, the AI server, and clients. ## Calibration - [Camera calibration](https://docs.ar-51.com/docs/calibration/camera-calibration): Calibrate AR 51 cameras so the system understands the capture volume and each camera's relative position before recording. - [Device calibration](https://docs.ar-51.com/docs/calibration/device-calibration): Align each VR device's coordinate origin to the AR 51 server's global coordinate system so all clients agree on position and orientation. - [Active area (bounding box)](https://docs.ar-51.com/docs/calibration/bounding-box): Define the AR 51 capture area with bounding-box calibration to focus tracking on a specific volume and optimize performance. - [LED stage synchronization](https://docs.ar-51.com/docs/calibration/led-stage-sync): Synchronize the AR 51 coordinate system with an LED volume before presenting content on an LED stage. - [System Calibration](https://docs.ar-51.com/docs/calibration/calibration-overview): Overview of the AR 51 calibration process: camera and device calibration for accurate capture and synchronized coordinates across clients. ## Mocap Studio - [Mocap Studio — Record & Export Markerless Mocap](https://docs.ar-51.com/docs/mocap-studio/overview): Tour of the AR 51 Mocap Studio interface, including the takes list, 3D viewport with live tracked skeleton, properties, timeline, and FBX export. - [Recording an FBX](https://docs.ar-51.com/docs/mocap-studio/recording-fbx): Record the movement of people in the scene as FBX animation using AR 51 Mocap Studio, ready for your 3D pipeline. - [Video recording](https://docs.ar-51.com/docs/mocap-studio/video-recording): Record source video from the AR 51 cameras to the server using Mocap Studio for review or reprocessing. - [Using the emulator](https://docs.ar-51.com/docs/mocap-studio/emulator): Replay recorded captures with the AR 51 Mocap Studio emulator to test and develop without live cameras. - [Entity identification](https://docs.ar-51.com/docs/mocap-studio/entity-identification): Manage entity identification in AR 51 Mocap Studio to label and track individual people across a capture. - [Registering tracked objects](https://docs.ar-51.com/docs/mocap-studio/tracked-objects): Register real-world props in AR 51 Mocap Studio and track them as interactive objects inside the scene. - [Biomechanical visualization](https://docs.ar-51.com/docs/mocap-studio/biomechanical-visualization): Visualize joint angles and other biomechanical measurements directly in the AR 51 Mocap Studio viewport. - [Exporting data](https://docs.ar-51.com/docs/mocap-studio/exporting-data): Export captured skeletons, objects, and animation from AR 51 Mocap Studio to the format your downstream tool needs. ## Unity SDK - [Unity SDK — Markerless Mocap for Unity](https://docs.ar-51.com/docs/unity-sdk/overview): Set up and configure the AR 51 Unity SDK to stream real-time markerless motion capture into your Unity project. - [Connecting (ServiceManager & SkeletonConsumer)](https://docs.ar-51.com/docs/unity-sdk/connecting): Connect a Unity client to AR 51 — ServiceManager discovers the system, SkeletonConsumer drives characters from the live skeletons. - [Adding a new character](https://docs.ar-51.com/docs/unity-sdk/add-character): Add and drive any Unity-compatible humanoid character with live capture from the AR 51 Unity SDK. - [Unity desktop application](https://docs.ar-51.com/docs/unity-sdk/desktop-app): Import the AR 51 Unity SDK package and build a Unity desktop application that receives live motion capture. - [HTC Vive (Unity SDK)](https://docs.ar-51.com/docs/unity-sdk/vr-platforms/htc-vive): Add HTC Vive support to a Unity project using the AR 51 Unity SDK for VR motion capture. - [Oculus Quest (Unity SDK)](https://docs.ar-51.com/docs/unity-sdk/vr-platforms/oculus-quest): Set up Oculus Quest with the AR 51 Unity SDK, including the required Oculus integration package. - [Object-detection consumer](https://docs.ar-51.com/docs/unity-sdk/object-detection): Consume AR 51 detected markers and 6-DoF tracked objects in Unity with ObjectDetectionConsumer. - [AR 51 Unity SDK Helper GPT](https://docs.ar-51.com/docs/unity-sdk/sdk-helper-gpt): Use the AR 51 Unity SDK Helper GPT for step-by-step help with setup, characters, object detection, input, and troubleshooting. ## Unreal SDK - [Unreal SDK — Markerless Mocap for Unreal Engine](https://docs.ar-51.com/docs/unreal-sdk/overview): Set up and configure the AR 51 Unreal SDK to stream real-time markerless motion capture into Unreal Engine. - [Unreal basic project](https://docs.ar-51.com/docs/unreal-sdk/basic-project): Set up a basic Unreal Engine project with the AR 51 SDK plugin installed and ready to receive capture. - [Character assignment](https://docs.ar-51.com/docs/unreal-sdk/character-assignment): Assign captured skeletons to characters in Unreal Engine using the AR 51 Unreal SDK. - [LiveLink plugin](https://docs.ar-51.com/docs/unreal-sdk/livelink): Set up the AR 51 LiveLink plugin to stream motion capture into Unreal Engine via Live Link. - [HTC Vive with OpenXR (Unreal SDK)](https://docs.ar-51.com/docs/unreal-sdk/vr-platforms/htc-vive-openxr): Stream AR 51 motion capture to HTC Vive in Unreal Engine using the OpenXR runtime. - [HTC Vive with Wave SDK (Unreal SDK)](https://docs.ar-51.com/docs/unreal-sdk/vr-platforms/htc-vive-wave-sdk): Set up an Unreal Engine project for HTC Vive with the Wave SDK and the AR 51 Unreal plugin. - [Oculus Quest (Unreal SDK)](https://docs.ar-51.com/docs/unreal-sdk/vr-platforms/oculus-quest): Set up an Unreal Engine project for Oculus Quest with the AR 51 Unreal SDK. - [Using AR 51’s PicoXR Plugin](https://docs.ar-51.com/docs/unreal-sdk/vr-platforms/pico): Set up the AR 51 PicoXR plugin for Unreal Engine to stream motion capture to PICO headsets. - [SkeletonConsumer delegates](https://docs.ar-51.com/docs/unreal-sdk/delegates): Reference for the BlueprintAssignable multicast delegates exposed by the AR 51 USkeletonConsumer in Unreal Engine. - [Add a New Character](https://docs.ar-51.com/docs/unreal-sdk/add-a-character): Set up and drive a new character with AR 51 motion capture in Unreal Engine. ## SDK & API Reference - [Overview & architecture](https://docs.ar-51.com/docs/sdk-api/overview): AR 51 SDK & API architecture — services, the data model, and the Unity, Unreal, .NET, C++, and Python clients. - [Data model](https://docs.ar-51.com/docs/sdk-api/data-model): The AR 51 data model your client receives: units in meters, quaternion rotations (x, y, z, w), and world-space positions. - [Services reference](https://docs.ar-51.com/docs/sdk-api/services): Reference for the AR 51 services your client can call, with each service's main operations and what it streams. - [Connection & services (Unity SDK)](https://docs.ar-51.com/docs/sdk-api/unity-api/connection): AR 51 Unity SDK — ServiceManager, service discovery, and the camera/render/hand/game services. - [Skeletons & characters (Unity SDK)](https://docs.ar-51.com/docs/sdk-api/unity-api/skeletons-and-characters): AR 51 Unity SDK — the Skeleton data model, Joints map, Person, SkeletonConsumer, and AR51Character. - [Object detection & transforms](https://docs.ar-51.com/docs/sdk-api/unity-api/object-detection): AR 51 Unity SDK — ObjectDetectionConsumer, TrackedInstance, ObjectTransformConsumer, and XR headset transforms. - [Hands, controllers & boundary](https://docs.ar-51.com/docs/sdk-api/unity-api/hands-controllers-boundary): AR 51 Unity SDK — hand/controller/boundary adapter interfaces and the HandJointInfo / ControllerInfo data models. - [Recording, anchors & utilities](https://docs.ar-51.com/docs/sdk-api/unity-api/recording-utilities): AR 51 Unity SDK — recording/playback, spatial-anchor components, scene helpers, and utility extensions. - [ServiceManager](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/servicemanager): AR 51 Unity SDK — ServiceManager reference. Connection entry-point that stands up the local service host, runs discovery, and tracks connected components. - [CameraService](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/cameraservice): AR 51 Unity SDK — CameraService reference. Capture and stream this device's local camera (frames, exposure, focus, holograms) as a capture device. - [RenderService](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/renderservice): AR 51 Unity SDK — RenderService reference. Render a remote CVS camera's feed into a Unity camera, composite holograms, and re-encode as JPG frames. - [HandSkeletonService](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/handskeletonservice): AR 51 Unity SDK — HandSkeletonService class reference. Stream this device's tracked hand joints (positions, rotations, confidence) in world-space meters. - [GameService](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/gameservice): AR 51 Unity SDK — GameService class reference. Track high-level game state and drive async placement of placeable objects. - [UnityService](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/unityservice): AR 51 Unity SDK — UnityService reference. Server-side handler applying remote scene commands (create/find/transform GameObjects, set materials) to the scene. - [CameraFeedClient](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/camerafeedclient): AR 51 Unity SDK — CameraFeedClient reference. Enumerate remote CVS cameras, fetch CvsCameraInfo, register frame listeners, and control remote recording. - [Skeleton](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/skeleton): AR 51 Unity SDK — Skeleton reference. The per-frame skeleton payload from CVS, with packed joint positions read via generic getters in Unity world-space meters. - [Joints](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/joints): AR 51 Unity SDK — Joints reference. The canonical joint-index map (OpenPose-25 body + both hands) for Skeleton/Person position arrays, plus name/index lookup. - [Person](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/person): AR 51 Unity SDK — Person class reference. The runtime wrapper for one tracked skeleton and its driven character model. - [SkeletonConsumer](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/skeletonconsumer): AR 51 Unity SDK — SkeletonConsumer class reference. Receive the skeleton stream, manage tracked persons, and drive characters with IK every frame. - [AR51Character](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/ar51character): AR 51 Unity SDK — AR51Character component reference. Put it on a humanoid prefab to make it drivable by the mocap-driven IK solver. - [ObjectDetectionConsumer](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/objectdetectionconsumer): AR 51 Unity SDK — ObjectDetectionConsumer class reference. Consume the object-detection stream and spawn GameObjects for tracked markers and 6-DoF objects. - [ObjectTransformConsumer](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/objecttransformconsumer): AR 51 Unity SDK — ObjectTransformConsumer reference. Receive generic object transforms and maintain matching prefab GameObjects, pruning stale ones. - [ObjectTransform](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/objecttransform): AR 51 Unity SDK — ObjectTransform class reference. The immutable pose (id, type, position, rotation, scale) passed to ObjectTransformConsumer.OnObject. - [XRHeadsetTracker](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/xrheadsettracker): AR 51 Unity SDK — XRHeadsetTracker component reference. Streams each registered XR device's camera-to-anchor transform into the object-transform pipeline. - [Hand data](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/hand-data): AR 51 Unity SDK — the hand data model (HandJointInfo, HandType, HandJointType) plus helper types for positions, sequences, scaling, and Animator bone mapping. - [Adapters (Unity SDK)](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/adapters): AR 51 Unity SDK — platform adapter interfaces, factories, and controller data for hands, VR controllers, and the play-area boundary. - [Scene components & anchors](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/scene-components): AR 51 Unity SDK — in-scene MonoBehaviours for spatial anchors, play-area boundary visualization, position constraints, billboarding, and a hands adapter. - [Recording & playback](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/recording-playback): AR 51 Unity SDK — recording keyframe structs, the keyframe-source remap interface, playback tasks, the parser/cache, and the web bone-streamer. - [Utility extensions](https://docs.ar-51.com/docs/sdk-api/unity-api/classes/extensions): AR 51 Unity SDK — utility extensions: skeleton identification, camera-info accessors, Core↔Unity math (meters), logging, reflection, and GPU resampling. - [Unity SDK class index](https://docs.ar-51.com/docs/sdk-api/unity-api/classes): AR 51 Unity SDK — alphabetical class index, grouped by area, linking to each type's reference page. - [API reference — Unity SDK](https://docs.ar-51.com/docs/sdk-api/unity-api): The public AR 51 Unity SDK API (C#) — connection, skeletons & characters, object detection, hands/controllers/boundary, recording & utilities. - [Connection & services (Unreal SDK)](https://docs.ar-51.com/docs/sdk-api/unreal-api/connection): AR 51 Unreal SDK — the AAR51SDK root actor, service components, and AR 51 ↔ world-space conversion. - [Skeletons & characters (Unreal SDK)](https://docs.ar-51.com/docs/sdk-api/unreal-api/skeletons-and-characters): AR 51 Unreal SDK — USkeletonConsumer, UAR51Character, the skeleton data model, person events, prediction and solver settings. - [Object detection](https://docs.ar-51.com/docs/sdk-api/unreal-api/object-detection): AR 51 Unreal SDK — UObjectDetectionConsumer, UTrackedInstance, FMarkerItem, and the EInstanceType discriminator. - [Hands, boundary & anchors](https://docs.ar-51.com/docs/sdk-api/unreal-api/hands-boundary-anchors): AR 51 Unreal SDK — HandJointInfo data model, hand/boundary adapter interfaces and factories, and anchor components. - [Utilities & platform](https://docs.ar-51.com/docs/sdk-api/unreal-api/utilities-platform): AR 51 Unreal SDK — EPlatformTypes, UNetworkUtils, the AR51SDK log category, UnrealThread, and ISingleton. - [USkeletonConsumer](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/skeletonconsumer): AR 51 Unreal SDK — USkeletonConsumer class reference. Connect to the skeleton stream, manage tracked persons, and drive characters. - [AAR51SDK](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/aar51sdk): AR 51 Unreal SDK — AAR51SDK class reference. The connection entry-point root actor that starts the local services and registers the app with OMS. - [UAnchorServiceComponent](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/uanchorservicecomponent): AR 51 Unreal SDK — UAnchorServiceComponent reference. Hosts the spatial-anchor / guardian-boundary service; converts AR 51 space (m) to Unreal world (cm). - [Service components](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/service-components): AR 51 Unreal SDK — device-side gRPC service components for the SDK actor: hand-skeleton, engine, and the Camera/Draw/Game/Render endpoint services. - [UAR51Character](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/uar51character): AR 51 Unreal SDK — UAR51Character reference. The mocap-driven poseable mesh that maps canonical AR 51 bones onto your skeleton and solves a pose each frame. - [AAR51CharacterActor](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/aar51characteractor): AR 51 Unreal SDK — AAR51CharacterActor class reference. A ready-to-use actor wrapping a UAR51Character with foot-bounds components. - [UAR51SkeletonMapping](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/uar51skeletonmapping): AR 51 Unreal SDK — UAR51SkeletonMapping data asset reference. Reusable per-skeleton bone mapping from canonical AR 51 bones to your target skeleton. - [UAR51FootBoundsComponent](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/uar51footboundscomponent): AR 51 Unreal SDK — UAR51FootBoundsComponent class reference. Editable sole-contact box for one foot, used by foot/ground IK. - [IPersonBase](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/ipersonbase): AR 51 Unreal SDK — IPersonBase interface reference. One tracked person; read its id, device, driven character, and tracking state. - [SkeletonData](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/skeletondata): AR 51 Unreal SDK — SkeletonData reference. One frame of joint data (positions + confidence, indexed by Keypoints) with derived-rotation helpers. - [BoneTransform](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/bonetransform): AR 51 Unreal SDK — BoneTransform and TTransform reference. Plain C++ helper classes for reading and writing bone/actor transforms in UE world space. - [UObjectDetectionConsumer](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/uobjectdetectionconsumer): AR 51 Unreal SDK — UObjectDetectionConsumer reference. Spawn, update, and prune child actors for every detected marker and 6-DoF object from the tracking feed. - [UTrackedInstance](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/utrackedinstance): AR 51 Unreal SDK — UTrackedInstance class reference. The per-detection data record attached to each spawned marker/object tracker. - [HandJointInfo](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/handjointinfo): AR 51 Unreal SDK — the hand data model. HandJointInfo (per-joint pose struct), the EHandJointType joint enum, EHandType, and HandJointTypeHelper. - [Adapters (Unreal SDK)](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/adapters): AR 51 Unreal SDK — adapter interfaces (IHandsAdapter, IBoundaryAdapter) and the per-platform AdapterFactory registry with its concrete factories. - [Anchor components](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/anchor-components): AR 51 Unreal SDK — UCameraAnchorComponent and UWorldAnchorConstraintComponent. Pin content to, or follow, the active spatial anchor each frame. - [UNetworkUtils](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/unetworkutils): AR 51 Unreal SDK — UNetworkUtils class reference. Stateless static helpers for reading the local IP and finding a free network port. - [UnrealThread](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes/unrealthread): AR 51 Unreal SDK — UnrealThread reference. A C++-only game-thread dispatcher that marshals work onto the Unreal main thread, synchronously or asynchronously. - [Unreal SDK class index](https://docs.ar-51.com/docs/sdk-api/unreal-api/classes): AR 51 Unreal SDK — alphabetical class index, grouped by area, linking to each type's reference page. - [API reference — Unreal SDK](https://docs.ar-51.com/docs/sdk-api/unreal-api): The public AR 51 Unreal SDK API (the AR51SDK plugin, Runtime module) — connection, skeletons & characters, object detection, hands/boundary/anchors, utilities. ## Licensing - [How licensing works](https://docs.ar-51.com/docs/licensing/overview): Overview of AR 51 machine-bound licensing: how activation is tied to hardware, with detailed steps in the download portal. ## Operations & Maintenance - [Manual update — CV Server](https://docs.ar-51.com/docs/operations/update-cv-server): Step-by-step guide to manually installing and updating the AR 51 CV Server while preserving existing configuration and settings. ## Troubleshooting & FAQ - [FAQ & common issues](https://docs.ar-51.com/docs/troubleshooting/faq): Answers to the most common AR 51 questions, errors, and gotchas, grouped by area: capture, network, SDKs, and licensing. ## Release Notes - [Mocap Studio release notes](https://docs.ar-51.com/docs/release-notes/mocap-studio): What's new, improved, and fixed in each release of AR 51 Mocap Studio — the Windows and Linux markerless motion-capture desktop client. - [Unity SDK release notes](https://docs.ar-51.com/docs/release-notes/unity-sdk): What's new in each release of the AR 51 Unity SDK — connect a Unity project to an AR 51 capture server and receive live skeleton, hand, object and camera streams. - [Unreal SDK release notes](https://docs.ar-51.com/docs/release-notes/unreal-sdk): What's new in each release of the AR 51 Unreal SDK — the core plugin plus the LiveLink, OpenXR, Pico and Quest platform plugins for driving characters from live AR 51 capture in Unreal Engine. ## Resources - [Legacy: 9 MP Camera Specs](https://docs.ar-51.com/docs/resources/legacy-9mp-specs): Legacy hardware specifications for the AR 51 9MP camera system, kept for reference.